﻿var level_struct:Array = new Array; 
		
//level 1

	level_struct[0] = new Object;

	//set up game variables
	level_struct[0].tempo = 70; // half-time
	level_struct[0].sig = 4; //beats per bar
	level_struct[0].spawn_prob = 0.5; //how quickly blocks appear
	level_struct[0].max_spawn = 100;
	
	//set up sound
	level_struct[0].bg_loop = "bg_level1"; //background music
	
	//set up the colours
	level_struct[0].colours = new Array("Blue"); // create an associated set of colours 
	//set up the colour-sample dictionary - this will later be customised or randomised for each world.
	level_struct[0].colour_dictionary = new Object;
	level_struct[0].colour_dictionary.Blue = "kick";
	
	//set up target sequence
	level_struct[0].t_seq = new Array("kick","kick","kick","kick");
	
//level2

level_struct[1] = new Object;

	//set up game variables
	level_struct[1].tempo = 140; // in bpm
	level_struct[1].sig = 8; //beats per bar
	level_struct[1].spawn_prob = 0.2; //how quickly blocks appear
	level_struct[1].max_spawn = 60; //how many blocks can appear on screen at once before they have to replace each other
	
	//set up sound
	level_struct[1].bg_loop = "bg_level2"; //background music
	
	//set up the colours
	level_struct[1].colours = new Array("Blue","Yellow"); // create an associated set of colours 
	//set up the colour-sample dictionary - this will later be customised or randomised for each world.
	level_struct[1].colour_dictionary = new Object;
	level_struct[1].colour_dictionary.Blue = "kick";
	level_struct[1].colour_dictionary.Yellow = "high";
	
	//set up target sequence
	level_struct[1].t_seq = new Array("kick","high","kick","high","kick","high","kick","high");	
	
//level 3

	level_struct[2] = new Object;

	//set up game variables
	level_struct[2].tempo = 150; // half-time
	level_struct[2].sig = 8; //beats per bar
	level_struct[2].spawn_prob = 0.2; //how quickly blocks appear
	level_struct[2].max_spawn = 40;
	
	//set up sound
	level_struct[2].bg_loop = "bg_level3"; //background music
	
	//set up the colours
	level_struct[2].colours = new Array("Blue","Yellow","Pink"); // create an associated set of colours 
	//set up the colour-sample dictionary - this will later be customised or randomised for each world.
	level_struct[2].colour_dictionary = new Object;
	level_struct[2].colour_dictionary.Blue = "hc_kick";
	level_struct[2].colour_dictionary.Yellow = "hc_high";
	level_struct[2].colour_dictionary.Pink = "hc_snare";
	
	//set up target sequence
	level_struct[2].t_seq = new Array("hc_kick","hc_high","hc_snare","hc_high","hc_kick","hc_high","hc_snare","hc_high");
	
//level 4

	level_struct[3] = new Object;

	//set up game variables
	level_struct[3].tempo = 140; // half-time
	level_struct[3].sig = 8; //beats per bar
	level_struct[3].spawn_prob = 0.2; //how quickly blocks appear
	level_struct[3].max_spawn = 40;
	
	//set up sound
	level_struct[3].bg_loop = "bg_level4"; //background music
	
	//set up the colours
	level_struct[3].colours = new Array("Blue","Yellow","Pink"); // create an associated set of colours 
	//set up the colour-sample dictionary - this will later be customised or randomised for each world.
	level_struct[3].colour_dictionary = new Object;
	level_struct[3].colour_dictionary.Blue = "kick";
	level_struct[3].colour_dictionary.Yellow = "high";
	level_struct[3].colour_dictionary.Pink = "snare";
	
	//set up target sequence
	level_struct[3].t_seq = new Array("kick","high","snare","high","high","kick","snare","high");	
	
//level 5

	level_struct[4] = new Object;

	//set up game variables
	level_struct[4].tempo = 150; // half-time
	level_struct[4].sig = 8; //beats per bar
	level_struct[4].spawn_prob = 0.2; //how quickly blocks appear
	level_struct[4].max_spawn = 30;
	
	//set up sound
	level_struct[4].bg_loop = "bg_level5"; //background music
	
	//set up the colours
	level_struct[4].colours = new Array("Blue","Yellow","Pink","Green"); // create an associated set of colours 
	//set up the colour-sample dictionary - this will later be customised or randomised for each world.
	level_struct[4].colour_dictionary = new Object;
	level_struct[4].colour_dictionary.Blue = "a_kick";
	level_struct[4].colour_dictionary.Yellow = "a_high";
	level_struct[4].colour_dictionary.Pink = "a_snare";
	level_struct[4].colour_dictionary.Pink = "a_crash";
	
	//set up target sequence
	level_struct[4].t_seq = new Array("a_kick","a_kick","a_snare","a_high","a_snare","a_kick","a_high","a_crash");	